Monday, December 28, 2020

Semi-Essential Ships of the Third Imperium

A Donosev-class Scout Survey Ship.

We’d almost made our jump point when the comms started screeching. A light freighter, just broken out of jump, was declaring an emergency: her maneuver drive was down and they were shooting off for the outer system. Nothing for us to do but relay the distress call. Two tugs and a rescue vehicle from the starport were in response just as we jumped. I sure hope that freighter was OK…

As I worked on starship encounter tables for my Magyar campaign, I realized that I wanted to include a second tier of ships beyond just the essential Ship Types. These “semi-essential” ships should be found throughout the Third Imperium setting, but for various reasons just didn’t make my first cut.

Some of these ships would be essential within the setting but are probably just too mundane to be of much interest for a typical Traveller game: oilers, tugs, small container ships, and other utility craft. Although the GURPS Traveller line includes designs for many of these vessels, these ships are primarily useful as window dressing, providing a little background color as PCs travel through different systems.

Some semi-essential ships are just too large and expensive for most PCs. These include the big freighters and luxury liners of the megacorporations, the destroyers and destroyer escorts of the Imperial Navy, or the monitors of the planetary navies.

Finally, a couple of interesting vessels might be just a little too specialized for most PCs: the survey scout and scout cruiser.

Most published designs of large commercial vessels are specific, proprietary classes owned and operated by sector-wide lines or megacorporations. For example, we have two classes of 3,000-ton freighter: Tukera Lines’ Type AT from The Traveller Adventure (1983) and Al Morai’s World-class from The Spinward Marches Campaign (1985). (The Type AT reappears in the 1986 Alien Realms module, complete with deck plan.) Since right now I’m only concerned about high level details, I’ve used these specific examples as the basis for generating some generic ship descriptions.

I’ve tried to consistently use Traveller5 mission terminology in naming these ships. Although the terms cargo and freight are often used interchangeably, in Traveller5 freight describes goods “carried for a fee; ownership remains with the shipper,” while cargo describes goods “owned by the ship; carried for ultimate sale at a profit” (Starships 68).

The Semi-Essential Ships of the Third Imperium
ShipHull SizeTLThrustJumpSource(s)
Container Ship1001231GT:SS 90
Rescue Vessel100136GT:SP 95
SDB Jump Shuttle2001233CT:TaG 38, GT:SS 83
System Defense Boat200156CT:FS 25, PPF 8, MgT:HG 124
Fleet Courier4001526CT:FS 20, MgT:HG 132
Survey Scout5001423CT:FS 13, MT:WBH 48, MgT:HG 140
Lighter800125GT:FT 137
Oiler800122GT:FT 137
Tug800136GT:FT 137
Destroyer Escort (Chrysanthemum)1,0001564CT:FS 14, MgT:HG 150
Destroyer Escort (Fer-de-lance)1,0001564CT:FS 14, MgT:HG 153
Light Freighter1,0001313CT:TA 140, GT:FT 138
Long Liner1,0001514CT:TA 138, GT:FT 139
Scout Cruiser1,0001324T20:EA5 10
Light Monitor1,400126T20:FS 42
Destroyer3,0001564CT:FS 16, HP5 54, MgT:HG 165
Freighter3,0001514CT:TA 138, CT:SMC 31, CT:AR 22, GT:FT 139
Heavy Freighter5,0001224CT:TA 140, GT:FT 139
Jump Tug5,0001516CT:FS 22, GT:MC 34
Monitor7,000136T20:FS 41
LASH Tender10,0001213GT:FT 140
Luxury Liner10,0001313GT:FT 140
Bulk Freighter20,0001212GT:SS 90, GT:FT 140, PPF 7
Megafreighter100,0001513GT:RoF 135
Sources: CT:AR–Alien Realms (1986), CT:FS–Fighting Ships (1981); CT:SMC–Spinward Marches Campaign (1985); CT:TA–The Traveller Adventure (1983); CT:TaG–Traders and Gunboats (1980); GT:FT–Far Trader (1999); GT:MC–Modular Cutter (2000); GT:RoF–Rim of Fire (2000), GT:SS–Starships (2003); GT:SP– Starports (2000); HP5–High Passage 5 (1982); MgT:HG–High Guard (2016); MT:WBH–World Builder’s Handbook (1989); PPF–Power Projection: Fleet (2007); T20:EA5–EPIC Adventure 5 - Scout Cruiser (2004); T20:FS–Fighting Ships (2003).

Container Ship. 100 tons (standard hull), Thrust-3 (Thrust-6 unloaded), Jump-1 (Jump-3 unloaded), TL-12, Computer-20. Three crew. 31 tons fuel. Six 30-ton external cargo containers, 12 tons cargo. MCr59.98.

These ships, exemplified by the venerable Birdsong-class, can carry six 30-ton standardized cargo containers arranged around the fuel deck.

Rescue Vessel. 100 tons (standard hull), Thrust-6, no jump capability, TL-13, Computer-20. Three crew, 20 low berths. One ton fuel. 12 tons cargo. MCr61.27.

A medical evacuation and rescue non-starship, designed to arrive at an accident scene and take up to 76 survivors off stricken vessels.

SDB Jump Shuttle TD-BU12. 200 tons (standard hull), Thrust-3, Jump-3, TL-12, Computer-20. 4 crew. 122 tons fuel. 4 tons cargo. MCr80.50.

This vessel is designed with fuel and jump drives to transport a 400-ton system defense boat to a new star system. When connected to the SDB, its powerful jump drives are reduced in capacity, but can still propel the combination to Jump-1 and 1G maneuvers. Its fuel capacity remains enough for two consecutive jumps.

System Defense Boat-15 SD-BS90. 200 tons (standard hull), Thrust-6, no jump capability, TL-15, Computer-35. 6 tons fuel. 15 crew. 2 hardpoints. 23.85 tons cargo. MCr130.5495.

The Viper-class is a typical Imperial high tech SDB, relying upon agility, computing power and armor for survivability while it harasses enemy ships. This type of SDB is most effectively deployed in “wolf packs” to swarm opponents. As no Magyar world yet has reached TL15, most Vipers in the sector protect Imperial facilities.

Fleet Courier EF-DS26. 400 tons (streamlined hull), Thrust-2, Jump-6, TL-15, Computer-30. 243 tons fuel. 10 crew. Four hardpoints. 4 tons cargo. MCr235.1.

A fleet courier transmits naval orders and information across subsector distances in relatively short periods of time.

Survey Scout NJ-DU23. 400 tons (standard hull), Thrust-2, Jump-3, TL-14, Computer-25. 124 tons fuel. Five crew. No hardpoints. One 100-ton modular cutter, Three air/rafts. 15 tons cargo. MCr169.242.

The Donosev-class Survey Scout is designed to continually re-survey the interior regions of the Imperium, updating maps and charts, and maintaining beacons and markers for astrogation hazards.

Lighter. 800 tons (streamlined hull), Thrust-5, no jump capability, TL-12, Computer-20. Five crew. Four tons fuel. 679 tons cargo. MCr176.73.

Lighters are cargo shuttles larger than 100 tons, routinely used for insystem freight hauling. Their large size and small crew make them cheaper and faster to operate than small craft where there is a sufficient volume of freight.

Oiler. 800 tons (streamlined hull), Thrust-2, no jump capability, TL-12, Computer-20. Four crew. 728 tons fuel. MCr112.13.

Oilers are fuel shuttles larger than 100 tons, routinely used for insystem fuel hauling.

Tug. 800 tons (standard hull), Thrust-6, no jump capability, TL-13, Computer-20. 21 crew. 42 tons fuel. 4 tons cargo. MCr896.

Tugs are used to move large, unpowered cargo barges, to rescue ships in distress, and for salvage operations. The tug is equipped with docking clamps, and its powerful maneuver drive can move a 20,000 ton ship at Thrust-1.

Destroyer Escort VE-KU64. 1,000 tons (close structure hull), Thrust-6, Jump-4, TL-15, Computer-35/fib. 414 tons fuel. 23 crew. Three barbettes, seven hardpoints. 31 tons cargo. MCr569.6.

The Chrysanthemum-class is a small, fast vessel intended for fleet and squadron escort duties. These destroyer escorts are ubiquitous, being encountered with larger fleet elements as well as working alone.

Destroyer Escort VE-KU64. 1,000 tons (close structure hull), Thrust-6, Jump-4, TL-15, Computer-35/fib. 414 tons fuel. 23 crew. Ten hardpoints. 51 tons cargo. MCr599.02.

The Fer-de-lance-class is a mid-sized escort vessel designed expressly for close protection of unarmed transport craft. These ships can be found escorting most squadrons as well as more typical convoys.

Light Freighter. 1,000 tons (standard hull), Thrust-1, Jump-3, TL-12, Computer-20/bis. 14 crew. 304 tons fuel. 10 hardpoints. One 30-ton slow boat. 471 tons cargo. MCr264.83.

This is a typical vessel used by interface, subsector- and sector-wide commercial lines to provide scheduled freight service.

Long Liner. 1,000 tons (streamlined hull), Thrust-1, Jump-4, TL-15, Computer-20. 404 tons fuel. 14 crew, 24 high passengers, 12 middle passengers. One hardpoints. One 20-ton launch. 153 tons cargo. MCr360.33.

This is a typical main-route passenger transport serving much of the Imperium. Different megacorporations employ their own proprietary designs with slightly different configurations.

Scout Cruiser SC-KS24. 1,000 tons (streamlined hull), Thrust-2, Jump-4, TL-13, Computer-20. 406 tons fuel. 17 crew. Four hardpoints. One Type S scout, one 20-ton launch, one grav carrier, three grav bikes. 49 tons cargo. MCr437.79.

A Scout Cruiser is capable of extended exploration and contact missions within or beyond the Imperial borders.

Light Monitor. 1,400 tons (streamlined hull), Thrust-6, No jump capability, TL-12, Computer-20. 235 tons fuel. 40 crew. One 100-ton bay, 4 hardpoints. 18.5 tons cargo. MCr1221.8.

The Vishe-class light monitor, dating to the Rim War, was designed to deter commerce raiders and invaders and continues to be used by planetary navies in Magyar. The ship was built around a 100-ton particle accelerator bay arranged in the manner of a spinal weapon.

Destroyer. 3,000 tons (reinforced streamlined hull), Thrust-6, Jump-4, TL-13, Computer-Core 70/fib. 1,227 tons fuel. 92 crew. One meson screen, one nuclear dampener. One large bay, 20 hardpoints. Two 40-ton pinnaces. 59 tons cargo. MCr1,906.91.

A destroyer is the largest type of military starship that most people ever see: destroyer classes usually patrol the major shipping lanes and provide escorts for larger trade convoys. The Gormandoacy-class destroyer, introduced near the end of the Rim War, is a predecessor to the new Midu Agashaam-class currently in development. The Gormandoacy is considered obsolete, though still widely employed in Magyar sector.

Freighter. 3,000 tons (standard hull), Thrust-1, Jump-4, TL-13, Computer-25/bis. 30 crew. 1,212 tons fuel. 30 hardpoints. Two 40-ton slow pinnaces. 1,090 tons cargo. MCr875.26.

This design is representative of a main-route cargo vessel employed in freight transport activities throughout the Imperium.  Different megacorporations employ their own proprietary designs with slightly different configurations.

Heavy Freighter. 5,000 tons (streamlined hull), Thrust-1, Jump-1, TL-12, Computer-20. 510 tons fuel. 215 crew. 4 hardpoints. One 40-ton pinnace. 2,900 tons cargo. MCr985.2.

This design is representative of a typical bulk and containerized cargo carrier. Different megacorporations employ their own proprietary designs with slightly different configurations.

Jump Tug. 5,000 tons (standard hull), Thrust-2, Jump-4, TL-15, Computer-25/bis. 48 crew. 2,015 tons fuel. 50 hardpoints. Three 40-ton slow pinnaces. 1,888 tons cargo. MCr1,637.90.

This vessel features special field cables attached to the rear of the ship, which extend the ship’s jump field to include this additional cargo. Alterations in displacement will affect the size of the jump itself, but the amount of cargo carried can be varied to fit the needs. A Jump Tug carries cargo in special 1,000-ton modules, forming a train of one to five of them. Each carried module reduces the jump performance by 1 parsec.

Monitor. 7,000 tons (standard hull), Thrust-6, No jump capability, TL-13, Computer-25/fib. 126 crew. 55 tons fuel. Five hardpoints, one medium bay, One 4,000-ton spinal. One 50-ton modular cutter. 13 tons cargo. MCr4,626.92.

This monitor is representative of those used by planetary defense forces in Magyar. The design, which dates back to the Rim War, is based around a TL13 meson gun spinal backed up by a medium bay with particle beam and a small battery of beam lasers. In addition to crystaliron armor, the monitor is protected with a meson screen and nuclear dampener.

LASH Tender. 10,000 tons (standard hull), Thrust-1 (Thrust-2 without lighters), Jump-3, TL-12, Computer-20. 103 crew. 6,674 tons fuel. Four hardpoints. One 20-ton launch, 15 800-ton lighters. 52 tons cargo. MCr4,322.97 (lighters not included).

A Lighter Aboard Ship (LASH) Tender is nothing more than a carrier for fifteen 800-ton lighters. With lighters attached to the external cradles, the ship is effectively 22,000 tons; the jump drives are sized accordingly.

Luxury Liner. 10,000 tons (standard hull), Thrust-1, Jump-3, TL-13, Computer-25. 3,041 tons fuel. 633 crew. 400 high passage staterooms, 333 standard staterooms, 800 low berths. 4 hardpoints. One 40-ton pinnace, 24 10-ton short-term lifeboats. 78 tons cargo. MCr3,757.

This is a typical luxury liner owned and operated by megacorporations. This liner features 400 high-passage staterooms and many amenities.

Bulk Freighter. 20,000 tons (standard hull), Thrust-1, Jump-2, TL-12, Computer-20. 88 crew. 4,054 tons fuel. One 95-ton shuttle. 13,710 tons cargo. MCr3,631.80.

Bulk freighters are too large to profit from incidental trade; their routes are carefully planned, sometimes years in advance. One of the most efficient—and cheapest—forms of transportation available, the bulk freighter is equipped with 130 100-ton cargo holds, each of which can be individually pressurized.

Megafreighter. 100,000 tons (standard hull), Thrust-1, Jump-3, TL-15, Computer-20/bis. 606 crew. 30,250 tons fuel. 1,000 hardpoints. Ten 95-ton shuttles. 51,981 tons cargo. MCr27,673.87.

Megafreighters are normally encountered only on major trade routes, and then only rarely. Such routes involve anywhere from up to a million tons of cargo and tens of thousands of passengers per week. Only one such route exists in Magyar, connecting Daibei and the Solomani Rim, running through Stansifer (3109), Nosret (2807), Guenivier (2505), Nahn (2403), and Seloo (2102).

Edit: Following publication of this post, I grabbed MgT2 High Guard and developed some basic conversions for those ships that did not have official Mongoose Traveller stats. I then updated this post with the conversion details. In most cases the Mgt design specifications remained fairly similar to the original. One notable wrinkle: although not stated outright in High Guard, ships in the OTU are evidently capped at Thrust-6. Earlier editions would allow for higher acceleration. There is also a potential retcon around meson weapons. I’m digging in to this question for a later post.

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The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2020 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Monday, December 21, 2020

Starship Encounters and Traveller

Here we go: three of them, small ships, above us in the well. JUNO makes them as Type Js, weird configuration. Must have been hiding on one of those little moons. They’re signaling. Anglic’s pretty bad. They want us to cease skimming . . . and proceed to low altitude to be boarded. Oh, it’s on, it’s so on.

The very name Traveller implies character mobility—and with an interstellar scope, many Traveller campaigns are run as wide area sandboxes. Sandbox games often rely on good encounter tables in order to accommodate player agency: if the players decide to go upriver instead of downriver, or venture into the mountains rather than the swamps, encounter tables help the referee respond to these decisions in real time, keeping the game moving forward.

A good encounter table should be easy to use, provide results that are interesting and useful, and reflect the game setting. It’s enlightening, then, to look at the evolution of starship encounter tables over the history of the Traveller.

Classic Traveller

Book 2 of the original 1977 edition had starship encounter tables that were significantly changed for the 1981 revision. In the 81 edition, starship encounters are determined based on Starport Class. The encounter tables in the Traveller Book (1982) are essentially the same as the ones in the 81 rules, except for the addition of safari (Type K) and laboratory (Type L) ships.

There’s a lot to like about these encounter tables, beginning with their simplicity and broad applicability. A single roll determines whether an encounter occurs and if so, the encountered ship type, whether it is a pirate or not, and whether an additional small craft is encountered.

Since every star system in Traveller has a starport code, these tables can be used anywhere and the results reflect the local context: systems with higher class starports, presumably representing higher volumes of traffic, have higher chances for encounters with a wider variety of starships than systems with lower class starports. They also tend to be better patrolled: a naval or scout base further increases the chances for an encounter with an armed ship. A system with a Class E starport, in contrast, is a reasonably risky proposition, with an 8.32% chance of encountering a pirate in a mercenary cruiser or patrol frigate. Either one would be a tough fight for a free trader.

The very same strengths of this encounter system can also be considered limitations. As I’ve noted, it’s easy to have a simple, generic starship encounter table when you have only seven different ship types. But this becomes harder and harder to do as more ship types are added to the game. And a small number of results can begin to feel redundant after a dozen jumps or so.

And unless it’s a pirate encounter, the tables give no indication of motivation or activity. All you get is a ship type: it’s a solitary noun in search of a verb. Why is this scout ship in the system right now? What is it doing? Good encounter tables should leave something for the referee’s imagination, but they don’t need to leave everything. Just a little more detail would be helpful.

Finally, starports are at best an imperfect indicator of interstellar traffic. In Traveller, starports are generated separately from mainworld population, and presumably population is an equally important driver of ship traffic. A Starport D, Population A mainworld in Core Sector is likely to have far more traffic than a Starport A, Population 2 mainworld in the Trojan Reach. The Starport X table works well for an unexplored or backwater system with no port facilities, but not so well for an interdicted mainworld that is patrolled by the Imperial Navy.

The appeal and limitation of the CT tables reflect the inherent tensions between specificity and universality in game mechanics, and between simplicity and complexity. You can have simple, universal tables for encounters in any system, but by necessity these will have very little detail and personality. Or you can create more detailed tables with much more flavor that are only applicable for specific areas or circumstances.

CT Supplement 7, Traders and Gunboats (1980), tries to address some of the limitations of the earliest starship encounter tables. Encounters simply occur in any system on a 2D roll of 6+.

If an encounter is indicated, the referee then rolls on one of six different subtables, categorized by encounter groups: (1) Express Boat Network, (2) Large Miscellaneous Vessels, (3) Merchant Encounters, (4) Gunboats, (5) Small Craft, and (6) Frontier Encounters. These tables incorporate the new ship designs detailed earlier in the supplement, providing more variety in encountered ships.

Another nice thing is that this system returns not just a starship type but also a mission or motivation—a noun and a verb—and thus establishes a more dynamic setup for the encounter. For example, “Subsidized merchant (type R) on charter.” But with only eleven entries per table, the results can also become redundant after a while.

The first encounter group is not applicable to areas outside the Imperium that lack an Xboat network; the sixth group is not applicable to highly populated, interior regions of an interstellar state. But by sacrificing universality the Traders and Gunboats tables create much more flavorful results by embracing specificity, and encourages referees to do so likewise:

The referee using these encounter tables should keep in mind that these tables are not immutable; they are intended to provide a basis for starship encounters. Similar tables may be constructed for use in specific star systems, or these tables may be modified to better reflect any specific region of the referee's campaign (42).

The FASA Adventure Class Ship supplements take this idea and run with it, providing even more specialized tables. Volume 1, for example, uses encounter groups that reflect not just a specific region in Charted Space (the Zhodani border), but a specific time (the Fifth Frontier War), as illustrated just by the titles of the subtables: (1) Planet is Zhodani Controlled, (2) Planet is Imperial-Controlled but Besieged by Zhodani, (3) Planet is Imperial-Controlled but Near War Zone, (4) Planet is Near the Front Lines, and (5) General Encounters.

Volume 2, in contrast, provides tables for regional and thematic encounter groups: (1) Within the Imperium, (2) Outside the Imperium, (3) In Reaver’s Deep, (4) In Far Frontiers, (5) Small Encounters, (6) Orbital Stations.

I was somewhat surprised that The Traveller Adventure (1983), which lovingly fleshes out Aramis subsector and introduces several new starship classes, does not contain specialized starship encounter tables.

MegaTraveller and TNE

One way to balance universality and specificity is to create flowchart tables that generate complexity within a generic system. This approach is used by MegaTraveller, but unfortunately the encounter system is confusingly split between the Referee’s Handbook and Imperial Encyclopedia (both 1987).

The Referee’s Handbook table for “Space Encounters” works much like the CT encounter tables. The referee makes one 2D roll, modified by starport, bases, and population. The result determines whether an encounter occurs—but rather than return a specific starship, it directs the referee to different encounter group subtables in the Imperial Encyclopedia.

The encounter groups are Merchant, Civilian, Non-Starship, Xboat, Scout, or Naval. Each group has associated subtables for specific ship type and mission. (Irritatingly, one has to go back to pages 38–39 of the Referee’s Handbook for an explanation of the various missions.) A final table determines the ship’s disposition. If the mission tells why the ship is in system, the determination tells what the ship is doing (coming, going, waiting, etc.). Using these flowcharts, you might roll a civilian encounter which consists of a “Yacht” on “Pleasure Tour” making a “Hasty Departure” from the system.

MegaTraveller Journal 4 (1993) contains, without any commentary, an updated and streamlined version of the encounter tables that fits on a single page. Nothing earth-shattering, but much better usability than the tables in the core books.

TNE Uses a very similar system to MegaTraveller, though the results are modified for the New Era setting. So it’s possible to roll both quarantine and vampire encounters.

The beauty of the MT/TNE encounter system is that it generates fairly robust, varied starship encounters with only a little more complexity than CT.

T4, Traveller Hero, and Traveller5

None of these systems, as far as I can tell, have starship encounter tables.

T20

Although the T20 ship list is fairly similar to CT, this edition uses its own starship encounter system with some interesting new twists. The chances of a T20 encounter are roughly similar to CT, with class A or B starports having more chances for an encounter than lower class starports.

If an encounter is indicated, the referee rolls on a table of encounter groups modified by starport class, bases, and interestingly, the players’ cargo: the more valuable the cargo, the more likely pirates are encountered. T20 has six encounter groups: (1) Pirate Vessel, (2) Merchant Vessel or Liner, (3) System Defense Vessel, (4) Other Vessel or Craft, (5) Scout Service Vessel, and (6) Navy Vessel.

Each T20 encounter group has a flowchart of subtables, very similar to MT but with a little more flavor. A Pirate Vessel encounter, for example, could constitute four Type S scout/courier ships lying in ambush for ships skimming the local gas giant; they will order the PCs to heave to and be boarded or they will automatically attack.

It seems notable that pirate vessels have their own set of flowchart tables. In T20, a ship carrying highly valuable speculative cargo (worth MCr10+ per ton) in a system with a Class E starport has a 7% chance of encountering a pirate (20% of an encounter, and 35% of that encounter being with a pirate), which is roughly comparable to the 8.32% chance in CT.

I can see the logic in having cargo value influence the odds of a pirate encounter. Smart pirates probably bribe or extort starport brokers, fences, technicians, and customs officers to report any vulnerable merchants carrying valuable cargoes. The pirates probably get tipped off long before system control receives a flight plan.

T20 assumes that a pirate encounter might involve 1–4 pirate ships, while other editions generally assume that an encounter is with a single ship. Multiple pirate ships make complete sense: after all, pirates should be expected to play unfair.

The T20 encounter system produces results with a good balance of detail and broad applicability. The book also has a thoughtful section on “Fleshing Out Starship Encounters” which is well worth the read.

GURPS Traveller

Neither the GURPS Traveller core rules nor Starships supplement have generic starship encounter tables, but GT: Behind the Claw has tables specific to the Spinward Marches. The GT books are generally faithful to the spirit of CT/MT, but are often have mechanics just different enough to make me reconsider some familiar game elements.

The Behind the Claw tables are divided into five different encounter groups: (1) Main Shipping Route, (2) Feeder Route, (3) Backwater System, (4) Frontier System, and (5) Outer System. The first three groups map directly to CT starport codes, but the last category is new and compelling. Even in a high traffic system, an encounter in the outer system is probably more like one in a low traffic system than an encounter within the 100 diameter limit of the mainworld.

Each category table determines the type of ship encountered: (1) Scout Vessels, (2) Navy Vessels, (3) Large Merchant Vessels, (4) Small Merchant Vessels, (5) Port Authority Vessels, (6) Local Commercial Vessels, (7) Alien/Non Imperial, and (8) Miscellaneous Private Vessels.

While most of these subtables map directly to MT encounter groups, the Alien/Non-Imperial table is also new and worth consideration. This table is very specific to the Marches with Darrians, Zhodani, Vargr, and so on. A similar table for Magyar sector would look very different with Aslan, Solomani, and maybe Wuan or Vegan encounters.

Finally, the BtC system has a Destination table similar to the MT Disposition table. Putting all of this together, we could generate a Backwater System encounter with a Sword World merchant leaving port.

Mongoose Traveller

Both 1st and 2nd edition Mongoose Traveller forego “Starship Encounters” for a more generic D66 table of “Space Encounters” that include starship encounters alongside unusual events such as “solar flare,” “asteroid,” or “collision with space junk.” Since the MgT core books are a generic sci-fi system only loosely tied to the Third Imperium setting, such a generic table makes some sense, though this is probably the least satisfying approach of any edition—somehow feeling simultaneously too generic and too specific, with only 36 potential results.

But that said, some of the non-spacecraft results could certainly make for interesting game encounters. I might be inclined to use some of these events for botched pilot or astrogation rolls:

  • Derelict vessel
  • Dumped cargo pod
  • Escape pod
  • Micrometeorite storm
  • Rogue satellite or navigational buoy
  • Solar flare
  • Space junk

Closing Thoughts

Surveying the various starship encounter systems across editions, all had some compelling elements. For my money, the MegaTraveller system probably represents the best balance of trade offs—though I was surprised by the strengths of the T20 system. As I develop my own encounter tables for Magyar sector, I’ll probably look to all of these systems for inspiration.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2020 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Monday, December 14, 2020

Ship Types and Traveller

“I’ve got something, about three hundred thousand clicks out and closing. Her transponder says she’s a Type-A trader… the Elixa Mae, one of the old Almus-class. Kline registry, ID #112-A-7338, outbound Dix to Fornorb. Looks a bit big for a Type A, though. And whatever she’s doing, she’s moving with a purpose…”

Early editions of Traveller featured a relatively small number of standard ship designs, which were assigned a letter code to designate their general Ship Type. The most iconic Type, of course, is the ubiquitous Free Trader (Type A). The 1981 Book 2 Starships has but seven standard designs: Types S, A, R, M, Y, C, and T. As Traveller evolved additional Types were added as new ship designs were published.

A letter code provides a nice, convenient shorthand for referees and players as long as you have a relatively small number of codes. But the system quickly grows unwieldy as the number of ship designs expands beyond the capacity of most people’s recall. Everyone can remember that a Type A is a free trader, Type C is a cruiser, and Type S is a scout. But is a Type J a safari or a seeker mining ship? Is a Type P a patrol corvette or a corsair?

As Traveller evolved the old letter codes gradually faded in importance, although they never completely disappeared from the game. The same basic ships appear again and again, but they became more frequently identified by description (“free trader”) or increasingly, by a specific ship class (“Beowulf”), rather than type.

Ship Types make something of a return in both Mongoose Traveller and Traveller5. Which got me wondering, just what is a Ship Type?

Surprisingly, the term receives only limited explanation in any Traveller edition. The MegaTraveller Referee’s Manual (1987), in a note to the “Space-Faring Craft Type Codes” table, explains that “Space faring craft have some special type IDs that are used across the Imperium” (84).

MegaTraveller also introduced the concept of the Imperial Design Package (IDP), a set of common standards and specifications used across the the Imperium for “everything from graphite pencils and radial tires to starship software” (Survival Margin 75). As Charles Gannon explained in his article “Ships of the Black War”:

IDP designs are recognized standard architectures which have passed a supposedly rigorous Imperial design accreditation review and which are thereby licensed for distribution throughout the lmperium. Since the architect gets a small percentage of each purchase, this is a truly desirable occurrence. The value of IDP designs is that they have been selected from among thousands as being ‘best suited’ for fulfilling a particular set of operational requirements. Although some operational requirements are so specialized and unique that no category exists for them at the Imperial review level, most ships and boats fall into one of a few dozen operational domains.

IDP designs are selected for various characteristics—price, size, ease of maintenance, reliability, etc. Those few designs which are designated as IDPs are then packaged for distribution to any world willing to pay the heavily subsidized access fee. In this way, the Imperium not only promoted the emergence and dominance of superior designs, but limited the proliferation of competing designs and the concomitant chaos that would have crippled attempts to maintain and repair so diverse a fleet.

A similar concept is described in Traveller5 as the “TNAS (Quality Ship Design Scheme): a set of standard component specifications which are manufactured on worlds with the appropriate tech level and industrial capacity, but which can be assembled and maintained at any starport of the appropriate type, regardless of local tech level or industrial capacity” (Book 2 p. 27). Unfortunately, very little additional information is provided: it’s not even clear what “TNAS” actually stands for, or if this is something specific to the Galaxiad setting.

Establishing and promoting a small set of proven, open-source ship designs across the vast Imperium might provide significant economic efficiencies for ship builders and buyers alike, which in turn promotes interstellar trade. You can standardize crew training. You could have a supply chain of generic parts available in any Class A or B starport from the Marches to Alpha Crucis. The sheer economies of scale here probably advantage the megacorporations (‘How you gonna compete with LSP on a Type S?’) as well as Imperial shipyards.

The standard CT Ship Types, therefore, probably represent IDPs for common small vessels likely to be owned and operated by civilians—that is, player characters. A Ship Type is a generic category applicable across manufacturers, worlds, or sectors within the Imperium. Although the terms Type and Class are sometimes used interchangeably, I see Classes as specific expressions of a much broader Ship Type.

So any small free trader that meets certain design specifications can be called a Type A; the familiar Beowulf class is but one specific expression of the Type. Other classes of the Type A might be built at different Tech Levels, have very different appearances, deckplans, crew requirements, cargo capacities, or manufacturers. This might explain minor design differences between ships of the same type across game editions: the Type A is TL10 in Traveller5, TL12 in Mongoose Traveller, but TL15 in MegaTraveller!

For example, consider the Port of Call-class free trader detailed in FASA’s Adventure Class Ships, Volume 2 (1982), or for that matter, the popular A2 variant, the Far Trader from Supplement 7, Traders & Gunboats (1980). Given the ubiquity and longevity of the design standard, going all the way back to the Interstellar Wars, there might well be hundreds if not thousands of different classes and variants of classes of the Type A across Charted Space.

The Essential Ship Types

Later CT supplements introduced some new ship types such as the Type MK Transport from The Spinward Marches Campaign (1985), but few of these were carried over to subsequent editions. In general, these ship designs seemed too specific to be true Types. The MK, for example, appears to be exclusive to a specific merchant line (Al Morai) and region (the Marches) and thus is probably better described as a ship class.

Many of these late CT types also seemed a bit too large in tonnage. Although not specified anywhere, it seems to me true Ship Types should be reserved for Adventure Class Ships, which Traveller5 defines as Small Craft of 10 to 100 tons and Starships of 100 to 2,400 tons; these are ships "appropriate for ownership by, and operation by, player characters” (Book 2, 31).

In looking through various editions of Traveller, I identified eighteen different Types that seemed to be reasonably common across editions. I found only one type introduced after CT, the Type U Armed Packet, that seemed worthy of inclusion here:

Standard Ship Types
TypeDescriptionOriginal Source
AFree TraderCT Starships (1977)
A2Far TraderTraders and Gunboats (1980)
CMercenary CruiserCT Starships (1977)
CEClose EscortTraders and Gunboats (1980)
GEGunned EscortTraders and Gunboats (1980)
JSeeker Mining ShipCitizens of the Imperium (1979)
KSafari ShipCitizens of the Imperium (1979)
LLaboratory ShipCitizens of the Imperium (1979)
MSubsidized LinerCT Starships (1977)
PCorsairCitizens of the Imperium (1979)
RSubsidized MerchantCT Starships (1977)
SScout/CourierCT Starships (1977)
SDSystem Defense BoatTraders and Gunboats (1980)
TPatrol CorvetteCT Starships (1977)
UArmed PacketT5 Starships (2015)
XExpress BoatTraders and Gunboats (1980)
XTExpress Boat TenderTraders and Gunboats (1980)
YYachtCT Starships (1977)

This seems like a fairly good mix of sizes and missions. Almost all of these types should be fairly common within the Third Imperium, if not all of Charted Space. If I were forced to winnow this list further to reflect the most useful and essential types, I’d probably drop the escorts and SDB as too militarized, and the X and XT as not applicable for player characters. I might also drop the K and L as too specialized—though the K seems a fairly popular PC ship.

The Type P corsair, introduced in Citizens of the Imperium (1979), has spurred much debate over the years: how would a ship design intended for piracy ever become a standard? And if it did, how could it be effective? Who builds corsairs, and what bank would ever finance one?

Using Ship Types in Play

Traveller5 introduces the extremely useful Quick Ship Profile (QSP), a five-character string encoding key ship parameters in the format Mission, Hull, Configuration, Gs, and Jump. The familiar Type A, then, would be assigned a QSP of A-BS11, which breaks down as a free trader (A) with a 200-ton (B), streamlined (S) hull and Jump-1 (1) and 1G (1) capability.

The QSP is vastly easier to use than the old Universal Ship Profile from High Guard (1980), which was just too long and complicated to have a lot of utility. The Type A, for example, has a nearly indecipherable USP of 2111111-000000-00000-0.

In general, the old Ship Type maps pretty neatly to the mission parameter of the new QSP. In some ways, the QSP is a worthy successor to the old letter types: fairly simple to understand but even more expressive and extendable.

Marc Miller developed a new summary format for describing ships that incorporates the QSP in his article “Clipper Ship Service In Traveller” from Xboat issue 3 (2020). This format is both extremely useful and eminently readable, short enough to write on an index card and shared with players as needed. I imagine this approximates the information PCs would receive from an onboard starship recognition guide.

Here are Mongoose Traveller stat blocks for the eighteen Ship Types using the Xboat format:

Free Trader A-BS11. 200 tons (streamlined hull), Thrust-1, Jump-1, TL-12, Computer-5. 21 tons fuel. Five crew, five passengers, 20 low berths. 81 tons cargo. MCr 51.48.

Far Trader A2-BS12. 200 tons (streamlined hull), Thrust-1, Jump-2, TL-12, Computer-5/bis. 41 tons fuel. Five crew, five passengers, six low berths. 64 tons cargo. MCr 54.24.

Mercenary Cruiser C-HS33. 800 tons (streamlined hull), Thrust-3, Jump-3, TL-12, Computer-20/fib. 252 tons fuel. Six crew, 19 passengers. 8 hardpoints. One air/raft, one 50-ton modular cutter. 72 tons cargo. MCr 292.46.

Close Escort CE-DU65. 400 tons (standard hull), Thrust-6, Jump-5, TL-15. Computer-30. 128 tons fuel. Twelve crew, eight gunners. Four hardpoints. One 100-ton drop tank. One 20-ton gig. 33.68 tons cargo. MCr 116.

Gunned Escort GE-DS62. 400 tons (standard hull), Thrust-6, Jump-2, TL-12. Computer-20/fib. 84 tons fuel. Seven crew, four gunners, 30 marines. Four hardpoints. One 100-ton drop tank. 5 tons cargo. MCr 128.

Seeker J-AL22. 100 tons (streamlined hull), Thrust-2, Jump-2, TL-12, Computer-5/bis. 21 tons fuel. Three crew. One hardpoint. 26 tons cargo. MCr 36.76.

Safari Ship K-BL12. 200 tons (streamlined hull), Thrust-1, Jump-2, TL-12, Computer-5/bis. 41 tons fuel. Five crew, six passengers. One hardpoint. One air/raft, one 20-ton launch. 22 tons cargo, plus two eight ton capture tanks. MCr 71.5.

Laboratory Ship L-DC22. 400 tons (standard hull), Thrust-2, Jump-2, TL-12, Computer-10. 82 tons fuel. Four crew, sixteen passengers. One air/raft, one ATV, one 40-ton pinnace. 3 tons cargo. MCr 136.

Subsidized Liner M-FU13. 600 tons (standard hull), Thrust-1, Jump-3, TL-12, Computer-10/bis. 183 tons fuel. Six crew, 24 passengers, 20 low berths. One 20-ton launch. 119 tons cargo. MCr 161.523.

Corsair P-DU32. 400 tons (standard hull), Thrust-3, Jump-2, TL-12, Computer-5. 130 tons fuel. Five crew, five passengers, 20 low berths. Four hardpoints. 160 tons cargo. MCr 180.

Subsidized Merchant R-DA11. 400 tons (streamlined hull), Thrust-1, Jump-1, TL-12, Computer-5. 41 tons fuel. Five crew, 14 passengers, 9 low berths. One 20-ton launch. 201 tons cargo. MCr 90.287.

Scout/Courier S-AL22. 100 tons (streamlined hull), Thrust-2, Jump-2, TL-12, Computer-5/bis. 23 tons fuel. Three crew, one passenger. One hardpoint.12 tons cargo. MCr 36.76.

System Defense Boat SD-DS60. 400 tons (streamlined hull), Thrust-6, no jump capability, TL-13, Computer-25/fib. 16 tons fuel. Nine crew, four gunners. Four hardpoints. 100 tons cargo. MCr 175.41225.

Patrol Corvette T-DA43. 400 tons (streamlined hull), Thrust-4, Jump-3, TL-12, Computer-15. 124 tons fuel. Nine crew, eight marines. Four hardpoints. One 30-ton ship's boat. 46 tons cargo. MCr 174.4128.

Armed Packet U-CA33. 300 tons (streamlined hull), Thrust-3, Jump-3, TL-12, Computer-5. 91 tons fuel. Four crew, twelve passengers, five low berths. Three hardpoints. Air/Raft. Fifteen tons cargo. MCr 111.885.

Express Boat X-AS04. 100 tons (streamlined hull), no maneuver drive, Jump-4, TL-13, Computer-20. 41 tons fuel. One crew. MCr 31.518.

Express Boat Tender XT-KU11. 1,000 tons (standard hull), Thrust-1, Jump-1, TL-13, Computer-15. 115 tons fuel. Eight crew, three gunners. Two hardpoints. 25.5 tons cargo. MCr 308.25.

Yacht Y-BU11. 200 tons (standard hull), Thrust-1, Jump-1, TL-12, Computer-5. 22 tons fuel. Five crew, thirteen passengers. Air/Raft, ATV, one 30-ton ship's boat. 21 tons cargo. MCr 67.402.

Postscript

Miller’s article on clipper service is an excellent read and suggests that clipper ships might be a “missing” category of Traveller ship, though they might be too rare to constitute a standalone Type. As he writes, “Travellers seldom encounter clipper service. They either buy passage for one jump to neighboring worlds, or have their own ships. When they are in the wilderness, they are unlikely to be in the same place at the same time as a clipper” (11).

That said, fast yachts are probably kicking around my version of Magyar sector, providing chartered passenger service between Wu, Iouo, Terra, Home, Kusyu, or other important worlds:

Fast Yacht YF-HS64. 800 tons (streamlined), Thrust-6, Jump-4, TL-14, Computer-20. 514 tons fuel. 8 crew, 8 passengers. Eight hardpoints. 25 tons cargo. MCr 315.

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Monday, December 7, 2020

All Manners of Hideous Murder: Ogres

Paizo has always shown a deft touch with classic D&D material. In the Rise of the Runelords they successfully reinvented not one but two D&D monsters that have been around since Chainmail, but remained fairly bland across subsequent editions: goblins and ogres. Goblins were small humanoids, tougher than kobolds but weaker than orcs; ogres are large giants, tougher than bugbears but weaker than trolls. Neither ever developed much for a distinguishing hook.

But in Runelords Paizo took these monsters and spun them in new ways that made them distinctive and interesting but in no way invalidated or contradicted past iterations. You could use Paizo style goblins and ogres in the Caves of Chaos or Temple of Elemental Evil and not miss a beat. While goblins were recast as nasty, destructive little freaks in the vein of Gremlins, Paizo spun ogres as dark, murderous hill-folk right out of horror movies like the Hills Have Eyes or the Texas Chainsaw Massacre.

It’s a pretty inspired choice that ups the ante on what was otherwise often just a big bag of hit points.

The following text is Open Game Content.

Ogre

This lumbering giant’s beady eyes are empty of care or kindness, and its puffy face features a wide mouth with ill-fitting teeth.

A Sickness on the World. Regions inhabited by ogres are dreary, ugly places, and their squallid homes are filthy and cluttered with junk. Ogres indulge their dark, primitive hungers by preying on and tormenting weaker creatures. They take particular delight in plaguing isolated human settlements.

Brutal and Savage. An ogre revels in the misery of others. When smaller races aren’t available, they turn to each other for entertainment. Ogres’ cruel senses of humor are the only way their crude minds show any spark of creativity, and the tools and methods of torture ogres devise are always nightmarish.

The Family is All. Ogre tribes are known as families. The leader of a tribe is most often the father of the tribe, although in some cases a particularly violent or domineering ogress claims the title of mother. Ogre tribes bicker among themselves, a trait that thankfully keeps them busy and turned against each other rather than neighboring races.

Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from pale yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.

Ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.

Ogre CR 3

Usually CE Large giant

Init -1; Senses darkvision 60 ft., low-light vision; Listen +2, Spot +2

Languages Giant

Defense

AC 16, touch 8, flat-footed 16
(+3 armor, -1 Dex, +5 natural, -1 size)

hp 29 (4d8+11 HD)

Fort +6, Ref +0, Will +1

Offense

Spd 30 ft. in hide armor; base speed 40 ft.

Melee greatclub +8 (2d8+7)

Ranged javelin +1 (1d8+5)

Space 10 ft.; Reach 10 ft.

Tactics

During Combat Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.

Statistics

Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7

Base Atk +3; Grp +12

Feats Toughness, Weapon Focus (greatclub)

Skills Climb +5, Listen +2, Spot +2

Gear hide armor, greatclub, 2 javelins

Ecology

Environment temperate hills

Organization solitary, pair, gang (3–4), or band (5–8)

Treasure standard

Advancement by character class; Favored Class barbarian

Level Adjustment +2

Special Abilities

Skills The skill modifiers given in the statistics block include a -3 armor check penalty for wearing hide armor.

Ogres as Characters

Ogre characters possess the following racial traits.

  • +10 Strength, -2 Dexterity, +4 Constitution, -4 Intelligence, -4 Charisma.
  • Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • An ogre’s base land speed is 40 feet.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
  • Racial Skills: An ogre’s giant levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot.
  • Racial Feats: An ogre’s giant levels give it two feats.
  • Weapon and Armor Proficiency: An ogre is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
  • +5 natural armor bonus.
  • Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Orc, Goblin, Terran.
  • Favored Class: Barbarian.
  • Level adjustment +2.

Variant Ogres

Ogres age similarly to humans and produce large numbers of offspring, though few survive to adulthood. An adolescent ogre is nearly as large as an adult human and potentially more dangerous.

Ogre Young CR 1/2

CE Medium giant

Init -1; Senses darkvision 60 ft., low-light vision; Listen +2, Spot +2

Languages Giant

Defense

AC 12, touch 9, flat-footed 12
(-1 Dex, +3 natural)

hp 7 (1d8+3 HD)

Fort +2, Ref -1, Will +0

Offense

Spd 30 ft.

Melee club -2 (1d6-2)

Statistics

Str 7, Dex 8, Con 10, Int 6, Wis 11, Cha 5

Base Atk +0; Grp +0

Feats Toughness

Skills Listen +2, Spot +2

Gear club

Merrow are aquatic cousins of the ogre that dwell in freshwater lakes and rivers. Although their green, scaled skin and webbed hands and feet make them appear different, merrows are just as cruel, savage, and wicked as their ogre relatives.

Merrow CR 3

Usually CE Large giant (aquatic)

Init -1; Senses darkvision 60 ft., low-light vision; Listen +2, Spot +2

Languages Giant

Defense

AC 13, touch 8, flat-footed 13
(-1 Dex, +5 natural, -1 size)

hp 29 (4d8+11 HD)

Fort +6, Ref +0, Will +3

Offense

Spd 30 ft., swim 40 ft.

Melee longspear +7 (2d6+7/x3)

Ranged javelin +1 (1d8+5)

Space 10 ft.; Reach 10 ft. (20 ft. with longspear)

Statistics

Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7

Base Atk +3; Grp +12

Feats Iron Will, Toughness

Skills Listen +2, Spot +2, Swim +16

Gear longspear, 2 javelins

Ecology

Environment temperate aquatic

Organization solitary, pair, gang (3–4), or band (5–8)

Treasure standard

Advancement by character class; Favored Class barbarian

Level Adjustment +2

Special Abilities

Skills A merrow has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Advanced Ogres

Ogres are drawn to any sort of chaotic evil power, and the more savage and destructive the better. Most tribes will have some sort of divine spellcaster, though few ogre shamen are wise enough to progress very far.

Ogre Shaman CR 4

Ogre cleric 2

CE Large giant

Init +2; Senses darkvision 60 ft.; Listen +4, Spot +5

Languages Common, Giant

Defense

AC 20, touch 7, flat-footed 20
(+8 armor, -2 Dex, +5 natural, -1 size)

hp 54 (4d8+16 plus 2d8+8 HD)

Fort +11, Ref +1, Will +6

Offense

Spd 30 ft.

Melee mwk greatclub +10 (2d8+7)

Space 10 ft.; Reach 10 ft.

Special Attacks rebuke undead 2/day (-1, 2d6+1, 2nd), smite 1/day

Spells Prepared (CL 2nd)

1st—bless, cause fear (DC 13), inflict light woundsD (+8 melee touch, DC 13), protection from good

0—detect magic, guidance, resistance, virtue

D Domain spell; Domains destruction, war

Statistics

Str 20, Dex 6, Con 18, Int 8, Wis 15, Cha 9

Base Atk +4; Grp +13

Feats Blind-Fight, Improved Initiative, Lightning Reflexes, Weapon Focus (greatclub)

Skills Concentration +7, Knowledge (religion) +0, Listen +4, Spot +5

SQ auras (chaos, evil), spontaneous casting (inflict spells)

Combat Gear oil of greater magic weapon, potion of bear’s endurance; Other Gear +1 half-plate, masterwork greatclub

Special Abilities

Smite (Su) Once per day the ogre shaman can single melee attack with a +4 bonus on attack rolls and a +2 bonus on damage rolls.

Ogre ruffians are tougher and more cunning than standard ogres, but not nearly as fearsome as an ogre barbarian.

Ogre Ruffian CR 5

Ogre warrior 3

CE Large giant

Init +3; Senses darkvision 60 ft.; Listen +5, Spot +5

Languages Common, Giant

Defense

AC 21, touch 8, flat-footed 21
(+6 armor, -1 Dex, +5 natural, +2 shield, -1 size)

hp 52 (4d8+12 plus 3d8+9 HD)

Fort +10, Ref +1, Will +2

Offense

Spd 30 ft.

Melee mwk morningstar +13/+8 (2d6+6)

Ranged spear +4 (2d6+6/x3)

Space 10 ft.; Reach 10 ft.

Statistics

Str 23, Dex 9, Con 16, Int 4, Wis 10, Cha 5

Base Atk +6; Grp +16

Feats Alertness, Improved Initiative, Weapon Focus (morningstar)

Skills Climb +5, Listen +5, Spot +5

Combat Gear oil of greater magic weapon +3, potion of cure serious wounds; Other Gear +1 breastplate, heavy wooden shield, masterwork morningstar, spear

Creepers are the clever trap-makers and man-stalkers that often lead an ogre tribe in hunts for human captives.

Ogre Creeper CR 6

Ogre rogue 2/fighter 2

CE Large giant

Init +2; Senses darkvision 60 ft., low-light vision; Listen +7, Spot +7

Languages Giant

Defense

AC 20, touch 11, flat-footed 19
(+4 armor, +2 Dex, +5 natural, -1 size)

hp 55 (4d8+16 plus 2d6+8 plus 2d10+8 HD)

Fort +11, Ref +7, Will +4

Defensive Abilities evasion

Offense

Spd 30 ft.

Melee +1 heavy flail +12/+7 (2d8+10/19–20) or
unarmed strike +11 (1d4+6)

Ranged mwk composite shortbow +8/+3 (1d8+5/x3)

Space 10 ft.; Reach 10 ft.

Special Attack sneak attack +1d6

Statistics

Str 22, Dex 14, Con 14, Int 9, Wis 14, Cha 4

Base Atk +6; Grp +16

Feats Improved Grapple, Improved Unarmed Strike, Skill Focus (Craft [trapmaking]), Skill Focus (Survival), Track

Skills Climb +9, Craft (trapmaking) +8, Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +5

SQ trapfinding

Combat Gear elixir of hiding, javelin of lightning; Other Gear +1 studded leather, +1 heavy flail, cloak of resistance +1, masterwork composite shortbow (+5 bonus) with 40 arrows

Their inherent bent toward chaos combines with their size and strength to make ogres natural barbarians. Indeed, their leaders are almost always barbarians of low to middle level, monstrous brutes whose fury in battle is truly fearsome. A raging ogre barbarian is an inspiration to other ogres.

Ogre Barbarian CR 7

Ogre barbarian 4

Usually CE Large giant

Init +0; Senses darkvision 60 ft., low-light vision; Listen +6, Spot +2

Language Giant

Defense

AC 19, touch 10, flat-footed 19
(+4 armor, +1 deflection, +5 natural, -1 size)

hp 79 (4d8+19 plus 4d12+16 HD)

Fort +12, Ref +2, Will +2

Defensive Abilities trap sense +1, uncanny dodge

Offense

Spd 40 ft. in hide armor; base speed 50 ft.

Melee+1 greatclub +16/+11 (2d8+13)

Ranged javelin +6 (1d8+8)

Space 10 ft.; Reach 10 ft.

Special Attacks rage 2/day

Tactics

During Combat Marginally more intelligent than his brutish fellows, an ogre barbarian is slightly more likely to enter a fair fight, but in general prefers the brutish tactics common to all its kind.

Statistics

Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4

Base Atk +7; Grp +19

Feats Power Attack, Toughness, Weapon Focus (greatclub)

Skills Climb +10, Hide -6, Jump +17, Listen +6, Spot +2

Gear +1 hide armor, +1 greatclub, 2 javelins, ring of protection +1

Ecology

Environment temperate hills

Organization solitary, pair, gang (1 plus 1–3 ogres), or band (1 plus 4–7 ogres)

Treasure standard

Advancement by character class

Level Adjustment +2

Special Abilities

Rage (Ex) Twice per day, an ogre barbarian can enter a state of fierce rage that last for 9 rounds. The following changes are in effect as long as he rages:

AC 17 (touch 8, flat-footed 17)

hp 95

Fort +14, Will +4

Melee +1 greatclub +18/+13 (2d6+16)

Str 30, Con 22

Climb +12, Jump +19

At the end of his rage, the ogre barbarian is fatigued for the duration of the encounter.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Monday, November 30, 2020

A Guide to Minsk

The Minsk mainworld. Planetary data courtesy of the Solomani Ministry of Information (1099).

The Reavers led by Admiral Pranee Roydon had sacked at least eight worlds of the Terran Mercantile Community before turning spinward in -1457. When her rag-tag fleet entered the Minsk system she expected to find easy pickings. Instead, she found her doom. —The Savage Main: Dark Nebula and Magyar Sectors, 3rd Ed. Farstar Publishing (Marlheim: 1095).

Minsk (Magyar 1512 C7319BB-C). Amber Zone. High Population, Non-Agricultural, Poor. Capital of the New Slavic Solidarity, a member-state of the Solomani Confederation.

Minsk has successfully defended itself against would-be raiders and conquerors for over 3,000 years of recorded history. The inhabitants are notably stubborn, independent, and wary of outsiders—but also industrious, innovative, and fiercely loyal to their friends. The Slavs generally do not hold to the racial prejudices common within the Confederation, and non-Solomani travellers should find Solidat worlds relatively safe and accommodating destinations.

System Data

The Minsk system is located in the Minsky Cluster, an astrographic grouping of twenty-six systems located in Eery (B), New Town (F), and Voyager (G) subsectors of Magyar. The Cluster is located entirely within the borders of the Solomani Confederation.

Primary Mati. Spectral Class F2 V. Mass 1.48 M☉. Stellar Radius 1.67 R☉. 100 Diameter Limit 1.55 AU. Luminosity 6.0 L☉. Absolute Magnitude +2.793.

Minsk System Navigation Data
OrbitNameUWPRemarks
PrimaryMatiF2 V 
1PirsiYDB0000-0Tz
2ZodinoYA30000-0 
3GrodnoY901000-0 
5MinskC7319BB-CHi Na Po Cp Pz
8AposniYDB5000-0 
IS Form 11Star System Data

The Minsk system has no planetoid belts or gas giants; the mainworld is the only significant source of fuel and the only inhabited planet. This allows Minsk defense forces to concentrate on defending a single world. Belters work the distant Kuiper Belt for supplemental sources of water, and fuel tankers regularly shuttle between the mainworld and the extreme outer system.

Minsk has a small, irregular moon, Kameshek, approximately 97 km in diameter with a striking red color due to the presence of sulphur on the surface. The moon has a highly eccentric orbit at approximately 27,000 km. Minsk maintains a small planetary navy base on Kameshek with a fuel depot and repair facilities.

The Minsk-Mati L4 Lagrange point, popularly known as Witness Point, serves as a grim warning to any travellers entering the system. Over the centuries the Slavs have towed the shattered hulls of all felled raiders and invaders to this location, which is now filled with ancient wrecks, swirling junk, and desiccated corpses.

Planetary Data

Mean Orbital Radius 382.97 million km (2.56 AU). Period 768 days 14h 53m. Rotation Period 16h 50m 24s. Axial Inclination 16° 19′ 12″. Diameter 10,658 km. Mass 0.60 M🜨. Density 5.7 g/cm3. Mean Surface Gravity 0.86g. Escape Velocity 9,474 m/s. Surface Atmospheric Pressure 0.345 atm. Composition Very thin oxygen nitrogen. Hydrographic Percentage 12%. Mean Surface Temperature 6.42° C.

Minsk is a cool, dry, medium-sized planet with only a very thin oxygen-nitrogen atmosphere. There is no native life and most Terran plants can only be grown in domed habitats.

The planet’s major waterbodies are all grouped in a single hemisphere. The largest waterbody, the Severny Sea, is located in the northern hemisphere while the smaller Yuzhny and Vuzki seas are in the southern hemisphere.

Most settlements are clustered around these waterbodies. Because water is relatively rare within the system, Minsk has extensive water recycling systems onworld. The dry hemisphere, known as the Minsk Outback, is largely uninhabited beyond scattered mining settlements.

World Map Grid
World Name (and UWP) Minsk C7319BB-CSubsector and Sector Location of World New Town/Magyar
Date of Preparation 113-1102Hexagon Scale (km) 1,005
IS Form 8-GSize 7 World Map Grid

Socio-Political Data

Total World Population 4.43 billion. Primary Cities Tsentr, 232 million; Korolya, 159 million; Fedorov, 67 million; Kir, 53 million; Yermolai, 47 million. World Government Non-Charismatic Dictator (Minsk Implementing Committee). Law Level Extreme (rigid control of civilian movement). Tech Level Average Stellar (C). Primary Trade Goods Raw ores and crystals, processed metals, and manufactured parts, durables, and consumables.

Novislav (Language)

The official language of the New Slavic Solidarity, a descendant of several ancient Terran languages, including Russian, Polish, Hungarian, and others from the Eastern European region. Novislav is notable for preserving use of the Cyrillic alphabet, which is nearly unknown outside of the Solomani Sphere. On Solidat worlds without Slavic populations, other ethnically derived languages are common.

Terran émigrés from various Eastern European nation-states, fleeing the cultural hegemony of the Terran Confederation, first settled the Minsky Cluster during the Interstellar Wars. These unsanctioned and unsupported colonies initially struggled with harsh conditions and relatively low technology levels, but eventually stabilized and began expanding to new systems. By -2000 Minsk was colonized by the neighboring garden world of Ogorod (Magyar 1411) and soon grew into an industrial center for the Cluster.

During the Long Night, Reavers and Aslan terrorized the Cluster with threats of devastating raids. Fortunately, the worlds of the Cluster had retained a small fleet of jump-capable ships and organized themselves into a mutual defense and trade coalition. The coalition proved highly effective at staving off raiders and developed a reputation for its unwavering defense of Cluster worlds—a reputation that remains intact today.

This coalition was formalized in the landmark Minsk Treaty of -1377, which laid out the constitutional foundations of a Slavic multi-world polity. The principal architect of the Treaty, Zoya Gorodok, is widely considered the mother of the modern Solidarity.

The coalition preserved trade and cultural links that gave rise to an entirely new Neoslavic identity, an amalgamation of disparate Eastern European cultures and languages. Slavic culture exhibits an extremely high level of social cooperativeness and emphasizes self-sacrifice and civic duty.

The Slavs emerged from the Long Night as the Neoslavic Bloc, a multi-world polity strong enough to stand against the Aslan clans or other Magyar states. The Bloc, valuing its hard-won independence, spurned overtures from both the Third Imperium and the reinvigorated Old Earth Union. While the Slavic worlds never joined the Imperium, they would become signatories to the Solomani Charter of Confederation in 871: the Slavs considered the Confederation an important counterbalance to the Aslan clans to spinward and the Imperial megacorporations to trailing.

The New Slavic Solidarity was established in 892 with a constitution that preserved the independence of member worlds as well as its citizens’ civil liberties. The Solidarity has generally rejected the racial policies of the Solomani Movement and welcomes non-Slavic, non-Solomani, and even non-Humans into their communities. The Solidarity also extends protections to clones and synthetics.

The Slavic-Dootchen Wars

The Slavic and Dootchen worlds have probably launched hundreds of cross-border raids and engaged in dozens of low-intensity conflicts over the years. But they have also fought three full-blown wars since the end of the Long Night:

First Slavic-Dootchen War (337–338). Tralp opened this war with a surprise invasion of the Minsky Cluster, quickly capturing Nethery (1612), Namedih (1713), and Headley (1714) before entering the Minsk system. Tralp forces landed on the mainworld and quickly seized the city of Kir but became bogged down in a brutal nine month siege of Tsentr. Only the intervention of the Old Earth Union broke the stalemate.

Second Slavic-Dootchen War (784–787). During the Solomani Autonomous Region period the Dootchen Estates launched a lightning offensive through Nethery (1612), Roblig (1513), and Zhenya (1412), finally capturing the Slavic breadbasket of Ogorod (1411). Over the next 26 months the Slavs conducted a grinding counter-offensive that steadily drove the Dootchens back, recapturing Namedih (1713) and Headley (1714) before Tralp sued for peace.

Third Slavic-Dootchen War (1073). The Reformed Dootchen Estates, still recovering from the Solomani Rim War, quickly grabbed Namedih (1713) and Headley (1714) but encountered stiff Solidat resistance on Nethery (1612). After nearly 6 months of intense ground fighting, Solidat Major General Iliana Mugato skillfully negotiated a cease-fire before Confederation Army forces arrived.

The Solidarity is wary of increasing interference by the Solomani Confederation government in Solidat internal affairs. While the Solidarity maintains strong relations with the Wuan Technology Association, they have clashed repeatedly with the neighboring Dootchen Estates. Despite the Solidarity’s smaller population, its higher technology level and superior organization have generally allowed it to hold its own in these conflicts. The Solidats are repelled by the Estates’ use of chattel slavery and have provided safe haven to escaped bondmen.

As of 1100 Minsk is the Solidat capital and contains approximately 60% of the Solidarity’s population. Like all Solidat worlds Minsk has an exemplary civil defense system, able to quickly respond to military invasions as well as natural disasters ranging from viral pandemics to earthquakes to asteroid strikes. General Secretary Wolfe reportedly used Minsk as his model for the Solomani Home Guard system.

Minsk civil authorities are engaged in near constant planning and drills in anticipation of various emergencies. The entire planet is honeycombed with fortified shelters said to be stocked with enough food and medical supplies to sustain the entire population for years.

The Solidats are extremely wary of electronic communication systems, and use only hardened, distributed networks that are resistant to hacking or datacaster attacks. These relatively primitive systems also limit the ability of Solomani Security to monitor Solidat citizens.

Although not classified as an industrial world, Minsk has abundant deposits of ores and crystals and remains a manufacturing center for the Solidarity. Approximately 7 million tons of cargo and 300,000 passengers pass through the Minsk starport per year; most of this traffic consists of Solidat flagged ships. The Class C highport, Lida Station, contains a Solidat museum commemorating the most storied defenders from Minsk history.

Minsk is ruled by an overwhelmingly popular Implementing Committee, which directs the agencies of the world government. The mainworld has a relatively high law level that can feel constraining to outsiders: even minor anti-social behaviors can incur civil penalties ranging from fines to incarceration. Minsk citizens are generally able to navigate these regulations without significant problems, but the mainworld has an Amber Zone travel advisory to alert unwary travellers.

The Congress of the New Slavic Sodality is located in the city of Tsentr. The current Premier of the Solidarity, Tamara Mironova, is a charismatic leader who has held the office since 1098.

Military Data

Solidat Integration

Normally, military units in the Confederation are segregated between Solomani and non-Solomani personnel. The Solidarity, however, has rejected these racial prejudices even though a substantial proportion of the Solidat population are pure strain Solomani. The Solidat military does not segregate military units by race or species, so mixed-heritage Humans serve alongside Solomani, uplifted Apes and Dolphins, and even Aslan. As such, Solidat units are rarely deployed outside New Town subsector.

The Solidarity has a long and distinguished military tradition that stretches from the Long Night to present day. As a loyal member-state of the Confederation, the Solidarity is allowed to maintain and direct the combined military forces for all sixteen Solidat worlds. The Army of the New Slavic Solidarity, with headquarters on Minsk, consists of four TL9 field armies, three TL11 field armies, and two TL13 field armies, along with approximately three times that number in Home Guard Army reserve units. These forces generally remain within Solidarity space unless activated by the Confederation. Minsk also hosts the Solidat Military Academy for Planetary Actions.

Minsk sponsors two Solidat armies as well as six Home Guard armies. With assistance from the Solidat and Confederation governments, Minsk maintains all of its military forces at TL13, the median level for regular Confederation units. The mainstays of the Solidat armies are the Bucephalus grav armored infantry fighting vehicle and the Ziska medium grav tank. In 1096 Minsk armored units began employing the TL13 Kolesnitsa light grav tank. Designed and manufactured by Roblig Military Industries, the Kolesnitsa is relatively cheap to produce at a common Solomani technology level and as such has drawn the interest of Confederation Army planners.

The Minsk Combined Arms Army includes the 404th "Double Eagle" Armored Infantry Division and 280th "White Star" Rifle (lift infantry) Division. These elite units are backed by 14 lift infantry divisions, 3 grav tank divisions, and 2 armored infantry divisions.

The Minsk Tank Army comprises the 331st "Mother Bear" Armored Infantry Division and the 176th "Blue Banner" Tank Division. These elite units are backed by 9 lift infantry divisions, 8 grav tank divisions, 2 armored infantry divisions, and 1 lift cavalry division.

The four elite Minsk divisions also double as regular Confederation Army units, with approximately half the troops drawn from across the Confederation—with many originating from the non-Solidat world of Ekar (Magyar 1018 C7839DE-8). The Confederation Army maintains its New Town subsector headquarters on Minsk.

The Solidat Navy consists of five TL13 squadrons, largely composed of Rim War-era ships. The Minsk Squadron is anchored by 4 Minsk-class heavy cruisers and 6 Tau Ceti-class destroyers, plus support ships. Although the ships are old they are extremely well maintained and each carries a long and illustrious history of service.

The Minsk Home Guard Navy consists of twenty wings of Viper-class fighters, four wings of Orekh-class 300-ton SDBs, two wings of Oplot-class 600-ton SDBs, and twenty Valiant-class 3,000-ton monitors.

Any invasion force that overcame Minsk’s naval defenses would then have to contend with the planetary Close Orbit and Airspace Control Command (COACC), which is largely controlled by the Minsk Home Guard Army. The Home Guard is divided into four lift infantry armies and two grav tank armies, with two divisions on active duty at all times.

Minsk COACC forces include four wings of Orekh-class SDBs, two wings of orbital patrol fighters, and scores of Strazh-class robotic orbital battle stations. COACC units also man Minsk’s numerous deep meson gun sites and mobile laser and plasma gun batteries, as well as the mainworld’s formidable missile defense system. The Solidats have developed deadly TL12 Strelka kinetic kill (KK) missiles that utilize kinetic rather than explosive energy, and are able to destroy even heavily armored targets in far orbit.

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